Sword and Sorcery Jump by Worm Anon Have You Heard the Stories Jumper? Tales of Lands Where Man Was Young Even As the World

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Sword and Sorcery Jump by Worm Anon Have You Heard the Stories Jumper? Tales of Lands Where Man Was Young Even As the World Sword and Sorcery Jump By Worm_Anon Have you heard the stories Jumper? Tales of lands where man was young even as the world was already old. Stories of Gods, demons, and stranger things. Legends wrought in blood, steel, and fire by men who strode the world to cleave their mark into the merciless passage of time. You shall be going to these ancient lands Jumper. From the barren stone and sand civilizations ever drag themselves forward from barbaric beginnings on the backs of warriors and kings. Thieves glide through shadows to plunder vast and forgotten vaults. Sorcerers reach beyond the veil into alien dimensions to seize power from eldritch beings. This is an age of myth and legend. Where the strength of a man’s arm, the sweat of his brow, and the roar of his heart is all it takes to seize whatever it is he may desire. A story of great passion and glory is yours for the taking. Here is 1000cp to wrest the beginning of your story from the curse of banality fate would condemn most of your kind to. Beyond this you must make your own way. I eagerly await just what story shall be wrought by your passing Jumper. Do not disappoint me. Location There are many storied locales that may serve as the beginning of your tale. Roll 1d8 to see where it is that you begin. You may pay 50cp to deny the whims of fate and choose for yourself. 1. The Kingdom in the Crescent: A city state that has laid claim to a long line of kings ever since a great warrior seized it’s fertile lands by strength of arms. His line has been a long and storied one, and the populace can claim little grievance against their rule. Out of all the vast and dangerous expanse of this world it is perhaps the most relatively peaceful and stable nation to be found. Do not let this fool you though. The arts of sorcery are still aimed against it in arcane machinations, rivals vie for its land and wealth with armies, and treachery lurks in the halls of nobles and merchants. Nevertheless, perhaps it is the perfect calm before the storm your will might bring. 2. The Land of Steel: Far to the north live a hardy and rugged people who have eked out their existence in no small part to their dual mastery of both the warrior arts and the smithing of metal. Roving in tribes or huddled in small villages the secret of steel is the foundation of existence in their harsh world. This mastery however brings about a dark envy in the hearts of many. Many now ride and ravage these lands to pillage its spoils and secrets. These people are too scattered and too few to truly endure such assaults for long, and monstrous beasts tend to claim those few men who do not succumb to the harsh environment. Perhaps a hero could unite them into a force that could drive the invaders from their ancestral homes. 3. Blood Stained Dunes: A desert land inhabited by countless merchant lords and noble houses. The many city states here are marked by the richness of the bazaars and the blood of mercenaries and raiders. Beyond the lush Oasis and valleys where men have claimed what scarce bounty is to be found the deserts are scorching wastes in the day and cold alien vistas in the night. Strange spirits and demons dwell in the desert winds, and the inscrutable tides of fate are strong. Beware the chittering of the desert insects. For stories tell that their cacophony heralds a mad sorcerer who walks the dark. The stars are the tapestry of fate, and here their cold gaze will follow you wherever you go. 4. Savage Lands: Lush and humid jungles and hot plains are home to great reptilian beasts that were forgotten by time itself. A primitive but proud and strong race of people roam this region. With bronze weapons and little armor they hunt, kill, live and die with a wild if pure abandon. The creatures of this land will forgive no weakness and neither will they, yet their hearts burn hotter then any other. There is ample opportunity to find a place among these people. Beware however that not even this unspoiled land is free from sorcery, demons, and forgotten ruins. 5. The Blasted Wastes: Miles of ash choked sand and cracked stone are the hallmark of this living hell. What blasphemous life is able to survive in this damned place are nightmares wrought in flesh, thirsting for the blood and agony of any fool unlucky enough to find themselves here. Old tales speak of a shattered tower filled with ancient relics and arcane power to be found somewhere in the heart of this land. Perhaps those tales are true, and a brave man might find almost endless dark spoils. Or perhaps nothing but a fool's death. 6. Ancient Seas: You awake to the smell of sea spray and the call of marine birds. Whether it is an island nation or some great harbor bustling with trade you begin next to the lifeblood of the seas. Pirate lords and merchant vessels sail to claim exotic wares in one way or the other. Meanwhile great monsters lurk in the deep ready to snatch the unwary or unlucky, and strange magicks are worked on foreboding isles that sailors speak of in hushed and fearful tones. 7. Bones of the Earth: Deep beneath the surface world and the reach of the sun lie great twisting caverns sprawling like the very veins of the earth itself. The strangest of creatures and races claim these places as home. What little light is to be found comes from strangely glowing fungus or rivers and streams of the earth's hot blood seeping up. Tunnels of poison gas, strange white spiders that open a man's third eye when eaten, horrid multi-limbed and hungry beasts, and exotic material riches lie within. A way to the surface might be found in time should a man have the will to search, but most would languish in these halls forever denied to touch of the sun. 8. Free Choice: How Strange wanderer. It seems fate is enamored with you. You may choose any of the above starting locations for free, and will begin in an optimal position to begin your adventures. I would not let this fortune lull you into complacency. Men have died to less. Origins Where you are means very little compared to who you are. Roll 2d8+20 to determine your age. Your gender may either remain the same or be changed for no additional cost. This world cares more for your will and skill then the gender of your birth. You may pay 50cp to choose any age instead. Drop-In: How admirable. You are who you have always been, with no new life in this world or memories to either aid or hinder you. Yet you aren’t completely unchanged. You seem to burn brighter and live more fully then any other man. Even in a world of great warrior-kings and wrathful gods you stand out as something grander then mere mortal man. Or perhaps you have now merely opened your eyes. Regardless we shall see what unfolds. Warrior (50cp): The roar of blood in your veins and the might of your arm. The world is filled with foes and battles aplenty, all of whom shall know what it means to face your steel. Already many men have found themselves felled before your might, or fled in terror of your unfettered wrath. Man, beast, or demon it matters not. They shall all fall when your sword sings. The land is vast and it’s spoils endless. You need only stride forth and conquer. Thief (50cp): Glory and battle? Ha! Let the brutes spill blood and bleed in turn. You have been blessed with the gifts of agility, wit, and guile. The vaults of kings or sorcerers and the wealth of merchants are yours to plunder. Wealth shall certainly be yours, the only question is if your adventures shall bring you beyond the profession of a thief and into the annals of legend. Sorcerer/Sorceress (50cp): Called by many names. Sorcerer, wizard, magi, witch, enchantress, necromancer. You have plumbed ancient and arcane secrets and have wrested powers from the grasp of realms beyond the ken of normal men. You treat with dangerous forces alongside spirits, demons, and stranger still. Should your wisdom not be eclipsed by your ambition you may yet know even greater power. Falter though, and you may find yourself destroyed more thoroughly then any could imagine. Perks Hero or villain the stories are defined by the gifts and traits that eclipse that of their fellow man. The gifts below will give you potential for greatness indeed, should you have the will to chase it. Discounted perks are half off, and free perks cost nothing to purchase. To Truly Live (100cp, Discount Drop-In): Let others be wracked by existential dread and the petty self-doubt that plague lesser men. You possess a heart that burns brighter and more free then any flame, yet not uncontrolled. Sights seem clearer, scents more rich, and flavors more vivid. It is like the mental and emotional fog that rests upon the minds and hearts of others has been banished from you to leave the world open. You know who you are and are unfettered in being true to yourself. This seemingly superhuman vibrancy will be obvious to others whenever you allow it.
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